I think you should only scoop if it's not detriment to someone else's play.
I used to run a Phenax, God of Deception deck and I used to have player spite scoop on me.
I'd mill player 1 hard with something like wight or precinct six and as I swing in with an unblockable consuming aberration on player 2, player 1 would scoop to stop my damage being lethal as his yard no long er exists.
It's abuse of rules.
I'll only scoop if I'm so far behind that I elongate the game by being there. If someone's making a play that they've worked hard to pull off and really thought about I think they deserve the gratification of it resolving rather than their target spite scooping.
If it's just a case of they threaten to scoop I do a minor thing then I 100% will do it.
- lyonhaert
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Rasputin101 posted a message on If you do X, I'm going to scoopPosted in: Commander (EDH) -
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Ph03niX posted a message on EDHrec April FoolsWouldnt mind if it was true..Posted in: Commander (EDH) -
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DirkGently posted a message on Kaervek the Merciless - a social experiment masquerading as a deckAs with a lot of my decks, I'm kind of conservative about wincons. In Phelddagrif, I'm obsessive about avoiding anything that might eclipse Phelddagrif himself, and for Kaervek I don't tend to want to run big X spells as a finisher. The reason for both, basically, is that I don't want people to think that we've got some nasty come-out-of-nowhere wincon that forces them to act against us early, before that wincon comes to fruition. Especially for something like the sac 10 on this, it's pretty telegraphed, so once people get to low-ish life they're probably likely to start sending everything our way. And the same is true for big exsanguinates, etc, which is why I don't generally run them (I'm conflicted about cut // ribbons, but it's just so damn powerful).Posted in: Multiplayer Commander Decklists
The way I want to win with this deck is generally to trap the last player(s) in a situation where they can't cast anything without dying, because they got too greedy and wanted to exploit kaervek as long as possible. Just getting people low-ish and then exploding them from 10+ life is kind of boring, imo. Plus the risk that they'll start killing kaervek while at higher life, for fear of a lethal burn spell.
Anyway, that's not to say it isn't potentially powerful in the deck, it's definitely powerful in general. Unfortunately we can't separate the future sight part from the fireball part. But also, 6 is kind of a lot. Really I think the goal is to get to 7-10 mana, 7 being enough for first cast, and 10 being enough to recur kaervek with VS and replay him. Once we're at that point, we're mostly interested in augmenting kaervek or setting up some alternative utility cards to do work. All that to say, by the time we're at 6 already, I'm not sure draw is all that important for us. I think I'd rather spend the mana on a tutor to get whatever it is that's going to work best with kaervek. In my experience, the deck consistently gets exactly where it wants to get without any draw.
The bottom line, really, though, is that I just don't like the card. For the same reason I don't like necropotence. They're both really powerful and paint a big target on your head, and both feel like they sort of take whatever cool incremental thing you were trying to do and replace it with how stupid busted they are. The deck may well be stronger with citadel (or with necro), but it wouldn't be as much of a Kaervek deck, if you get what I'm saying. I might try it, but honestly I'm really hoping it's bad. -
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tstorm823 posted a message on Zedruu the Greatest Of All TimeJust one more and I'll take it easy for a while:Posted in: Multiplayer Commander Decklists
You're playing a rather conservative game, holding people at bay with Venser, the Sojourner (currently at 7), Cowardice, and Inferno Titan, bouncing the Titan and recasting it each turn to keep the board clear of threats. But the mono-green player has had enough, and dumps his ramped up mana into Genesis Wave for 20, hitting lethal power, a Reclamation Sage for the Cowardice, a Thragtusk, and both an Asceticism and a Glaring Spotlight with a whole bunch of forests just in case anyone gets any funny ideas about targeting their creatures. But you've got some funny ideas anyway, you use all your mana to fire off a flurry of spells like Memnite that amount to very little but increasing your storm count for a big Mind's Desire. You shuffle up and flip 8 free random spells: Detention Sphere, Nahiri, the Harbinger, Precursor Golem, Gilded Lotus, Catch // Release, Venser, Shaper Savant, Boros Signet, and Mirrorweave.
Easy challenge: get rid of all the creatures.
You can't target your opponent's creatures, but you can target your own just fine. Mirrorweave your own Memnite, turning all creatures into Memnites, and then Detention Sphere your own Memnite. It doesn't target their creatures, so hexproof doesn't matter, and it exiles so the regenerate doesn't matter, and the Thragtusk isn't a Thragtusk anymore, so they don't even get a beast. And since we don't want those creatures coming back, we can flash in Venser, Shaper Savant to bounce the Detention Sphere in response to the etb so that the leave the battlefield resolves first and makes the exile effect permanent.
Hard challenge: kill the green player from 45 life!
We still have planeswalker Venser hanging out which can make your creatures unblockable, so if we can get 40 damage worth of attackers without summoning sickness, we can hit that green player with a game loss, the ultimate board wipe. Inferno Titan attacks for 9, so what we'd really like is like 5 of those with haste. We have 4 creatures to play, an Inferno Titan and a summoning sick Memnite in play, and we have Catch to give one creature haste. We could give 3 golems haste with Catch, and then Mirrorweave Inferno Titan to swing for 36, then Detention Sphere the Titan and Venser bounce the Sphere for another 3 damage trigger, but that's still only 39 damage. The answer I'm aware of requires some wacky sequencing. Play the mana rocks first so we'll have 4 mana available when we need it. Then we can give more creatures haste if we have more golems, and Mirrorweave can make everything a golem. But that would give us, at most, 7 3/3s with haste to swing with which isn't enough. Mirrorweaving Precursor Golem also usually makes Catch into Insurrection, but unfortunately that only works if you can target every creature. So we want more golems, but we still need to Mirrorweave Inferno Titan, which we can do, but only by ordering things carefully. First, Detention Sphere Inferno Titan to hide it from Mirrorweave. Cast Nahiri and -2 to target Detention Sphere to exile, but don't resolve the exile yet. Cast Mirrorweave targeting a golem token, triggering Precursor golem to copy Mirrorweave for each golem (put the copy targeting the actual Precursor Golem on the top of the stack so you don't accidentally get a field of vanilla 3/3s). In response to that, flash in Venser, aiming the bounce at the real Mirrorweave on the stack. Now let the whole stack resolve: Mirrorweave returns to hand, all creatures become Precursor Golems, and then Detention Sphere exiles, which brings Inferno Titan back from exile (deal 3 damage to whatever). Cast Catch targeting a golem and giving all 5 of your golems haste (or 5x haste if you're counting). Then use the 4 mana you made available a paragraph ago to actually play Mirrorweave from hand targeting Inferno Titan, -1 Venser to make creatures unblockable, and attack with 30 power and 15 direct damage from triggers.
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tstorm823 posted a message on Zedruu the Greatest Of All TimeHere's a fun one:Posted in: Multiplayer Commander Decklists
(Assume opponents can't cast spells, the order of the remaining library is irrelevant, and the library contains all the cards I love most)
You have Zedruu the Greathearted from turn 4, Vedalken Orrery from turn 5, and 6 lands in play on turn 6. You don't have much going on, so you cast Time Spiral in your main phase, untap your lands, and pass. After your opponents all tap out on their turns, you EOT flash in Knowledge Pool. From your deck you flip over Eye of the Storm, Firestorm, and a useless land. You draw for turn, and your hand is Turnabout, Howling Mine, Thousand-Year Storm, Razia, Boros Archangel, Ephemeral Shields, Barren Glory, and Echo Storm. Win before passing the turn.
Cast Turnabout. Knowledge Pool triggers, cast Eye of the Storm instead. Cast Howling Mine into pool, cast Turnabout out into Eye of the Storm, recast Turnabout untapping lands. Cast Thousand-Year Storm into pool, cast Firestorm for zero, trigger Eye to untap all lands and Firestorm for zero again. Cast Echo Storm, triggering Pool, Eye, and its own copy ability; copy Knowledge Pool (2), cast Thousand-Year Storm out of the pool, cast Turnabout untapping lands and Firestorm with no targets. Cast Barren Glory into the pool, cast Echo Storm out triggering TYS (10th instant/sorcery), Eye, and its own copy ability; Eye recasts Echo Storm (11th instant/sorcery) untap lands with Turnabout (11 times), now between Thousand Year Storm and Echo Storm's trigger, there are 22 copies of Echo Storm, aim them all at Knowledge Pool (24). Cast Ephemeral Shields triggering Pools/Eye/TYS, cast Barren Glory for style points, cast Turnabout and Echo Storm out of Eye one more time, making 15 more Knowledge Pools (39) and more mana than you'll even need. The 39 Knowledge Pools have guaranteed exiled every card from every library including yours, so every card from the deck is available through a Knowledge Pool. Cast Razia as the last card in hand to grab Leave // Chance targeting Orrery and Zedruu to return to hand, cast Zedruu from hand into whichever pool has Mirror of Fate to cast Mirror of Fate. Cast Vedalken Orrery from hand into the pool with Temporal Cascade, put a dozen or so copies of "each player draws 7" onto the stack, and in response activate Mirror of Fate to put any 7 cards exiled by Knowledge Pools back into your library. You draw exactly 7 cards and all opponents mill to death.
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Ken Carson posted a message on Small yet satisfying EDH playsI had the play made against me, but a guy cast Victimize sacrificing the Xantcha, Sleeper Agent I had given him. It was the art where Gix is actually dragging Xantcha to her death.Posted in: Commander (EDH)
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paragonweapon posted a message on Best Designed Commander (Not Decks)Posted in: Commander (EDH)Quote from cyberium_neo »By plan or accident, what do people believe to be the best designed legends for EDH format?
I find versatile legends like Shu Yun, the Silent Tempest, Taigam, Ojutai Master, and Varina, Lich Queen are the best, because they allow players to go different directions with them instead of just one. I also favor designs that allow you to shift your game depending on your opponents' decks, such as Grenzo, Havoc Raiser, The Mimeoplasm, Experiment Kraj, and Gonti, Lord of Luxury, they encourage malleable gameplays.
I also believe that deck-building is half of the fun, so legends with some some form of self-penalty, like Taigam, Sidisi's Hand, Malfegor, Rona, Disciple of Gix, and wacky ones like Brudiclad, Telchor Engineer, Arixmethes, Slumbering Isle, and Mairsil, the Pretender are great designs, because they force players to think further when they build decks.
I agree that the best commanders should be vital to a deck (i.e. not there for the colors or barely relevant to what the deck is trying to do), but at the same time be able to be built around versatilely. The other thing, as a corollary, to the versatility is that if I see a commander, I dont want to be able to guess more than a few non-EDH staples that would be in a deck. With many commanders, if you see it, you can usually guess what else is in the deck. Finally, does the commander emphasize linear or nonlinear gameplay. -
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tstorm823 posted a message on Zedruu the Greatest Of All TimeI was pondering these things at work, it's like making puzzles. For the sake of making things difficult, I'm pretending my Rest In Peace got Preator's Grasped away.Posted in: Multiplayer Commander Decklists
So imagine this scenario: 9 lands, Zedruu the Greathearted, Crystalline Crawler, Vedalken Plotter, and Jeskai Ascendancy; and then your hand is Mirrorweave, Leave // Chance, Mirror of Fate, and Time Spiral; and your graveyard is Jeskai Charm. There are tons of options of neat and probably game winning lines from this spot, but it's actually already set with a deterministic win, no good luck or additional pieces necessary.
Mirrorweave Crystalline Crawler tapping 3 lands and the crawler, Ascendancy untaps creatures. Tap 3 crawlers casting Leave untapping the crawlers and floating a mana while bouncing 3 lands to hand. Cast Mirror of Fate effectively for 2, activate it just to exile the library. Mirrorweave, Mirror, Charm, and Leave in graveyard, 3 lands in hand, cast Time Spiral untapping the Crawlers and 6 remaining lands and drawing the exact 7 cards available. Tap crawlers and 2 lands for Mirror of Fate, activate putting just Time Spiral back. Tap crawlers for Jeskai Charm to deal 4 damage, loot with the Ascendancy, draw Time Spiral and discard any other card. Tap Crawlers and 3 lands for Time Spiral, untapping all the mana again. We've established a loop where we get back to where we started except with 1 extra mana and 4 damage to a player each time. Just another example of going infinite with Mirror without Rest in Peace, using a different method of making the mana and card draw work.
And thinking about it, while I designed that to be a precise answer, you can do it much easier with Smothering Tithe and Mikokoro, Center of the Sea. Smothering Tithe makes each Time Spiral pay for a whole loop while also untapping Mikokoro (assuming you have at least 2 opponents), so you draw back Time Spiral with Mikokoro. So, if you can activate Mirror of Fate and cast Time Spiral while satisfying the condition of exactly 7 cards combined in hand, graveyard, and library, it's a 4 card combo of Spiral, Mirror, Tithe, and Mikokoro.
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toctheyounger77 posted a message on Varina, Lich Queen - Esper Zombie MidrangePosted in: Multiplayer Commander DecklistsQuote from lyonhaert »
The convention as I understand it is that decklist threads in this subforum or more for the former (that user's list and approach to playing the commander), but a lot of general discussion of cards for that commander happen in these threads anyway. Often it brings some new ideas to the user or helps them refine where they draw the line on certain things.Quote from drippyCat »I started writing a bunch but deleted it. I just realized that I don't actually know:
Is this thread just for toctheyounger77's list?
Or can it be used to discuss any/all Varina esper lists?
Generally that's the convention. That being said, I haven't seen a whole lot of Varina lists about, so if this is the place where we unpack and theorycraft different approaches I'm totally cool with that. My list isn't going anywhere any time soon, and I've made it pretty clear what I'm aiming for, but I'm also absolutely happy to bounce ideas about and help others out with different angles and such -
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tstorm823 posted a message on Zedruu the Greatest Of All TimePosted in: Multiplayer Commander DecklistsQuote from lyonhaert »
I don't quite understand and would love an example. Did you not have Rest in Peace down?
I did not have Rest in Peace down. I had Mirror of Fate and Eye of the Storm with Time Spiral and Leave // Chance. I had tapped out to get in that position, but Time Spiral untapped 6 lands, and because I had Time Spiral, I had no cards in graveyard and 7 cards in hand. I activated Mirror of Fate just to exile my library, then I cast I think Mirrorweave from hand to trigger Eye and recast Time Spiral, this time with 6 cards in hand and just Mirror in the graveyard, shuffle them in and draw all 7. But at this point I had myself in an awkward position, cause I only had 8 mana available, and I have cards in my hand I can't cast, so I use leave to bounce Chrome Mox to my hand and cast it exiling something down to 6 cards in hand and up to 9 mana. I cast and activate Mirror putting 2 Firestorm and Turnabout in my library, activate Mikororo to draw Firestorm, cast it with no targets using my last mana. 1 card in library, 1 in graveyard, 5 in hand, Time Spiral draws all 7. I've only got 6 mana to work with, and if I Turnabout, there will only be 6 cards left to draw with Time Spiral, but I've got Leave as well, so I do that, untapping all my lands and then bouncing Howling Mine to my hand and Time Spiraling redrawing the same 7 cards, but this time I have like 15 mana floating so I can use Mirror of Fate, play the 7 mana sorcery that's been stuck in my hand the whole time, and now I just want to set up Rest in Peace and Mind's Desire, but I need to draw both so I need to get some stuff out of my hand, and I need to keep enough mana around to do anything, and all of that can be done without using Leave // Chance but you have to be unreasonably careful to make sure you always have exactly 7 cards to draw with Time Spiral, but because I had Leave available I could just double check every time I trigger Eye of the Storm and make sure I have enough and if I don't, I bounce something I don't need to get up to 7. Like if I had 7 instants and sorceries in hand, I could play them all without needing to Mirror of Fate again by bouncing a permanent to replace each one that's eaten by Eye of the Storm to keep my handsize exactly constant. It's not so much making things possible that weren't before, it's just making them a lot less of a headache.
Figuring out a deterministic win from just Time Spiral and Mirror of Fate is by far the most difficult sequencing I've ever done in Magic: the Gathering, especially because how you redraw your cards and how you you keep exactly 7 available (so the shuffle doesn't screw you and the draw doesn't kill you) is different every time based on what you have in hand and in play to balance those things, and Leave (and Chance for that matter) can be a little grease to smooth out that process. Still, the best use of your time is to just say "I might be able to win without passing the turn, but to preserve my sanity, I'll just wait a turn and hope you still can't stop me then." - To post a comment, please login or register a new account.
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Eater of the Dead is broken with Phenax alone, as you've noticed. You might have to prime graveyards with a few creatures (even if it's your own) before Eater comes down, but he can easily mill out a table by himself. This is the kind of situation where milling yourself a bit with everybody else via something like Mesmeric Orb is really handy.
Intruder Alarm turns on a number of ridiculous synergies with or without Phenax. You get to mill and make stupid numbers of tokens with Ghoulcaller Gisa with a ridiculous efficiency of your black mana, particularly if you can mill with the zombies immediately. Bloodline Keeper provides some air defense and goes infinite with Alarm. Undead Alchemist and Elixir cleared out more than one library in a game, just because I kept hitting creature cards. Curse of the Swine takes on another dimension of usefulness with Alarm.
My friends hate to see King Macar, the Gold-Cursed on the field because they know I run tappers like Springleaf Drum to give me a non-combat way of tapping my Inspired creatures. I once milled out two players' 80-85 card libraries because Macar had Slagwurm armor and Freed from the Real on him. Those Gold tokens just kept it going as long as there were creatures to target. Wiping the board while milling is great. Huge target on your head afterward, though.
If you run Disciple of Deceit, you only need to memorize the cmc of your "solution" cards at first.
Also, don't discount resource denial and control. You need to protect your stuff, so making your opponents discard can be handy. And some creatures like Surgespanner or Spellskite can help mill and control. (The latter is hilarious against Uril.)
You may need to exile pesky cards: Withered Wretch, Praetor's Grasp, Extract, etc.
Untap tricks like Domineering Will, Turnabout, Breaking Wave can help tactically as well as help finish someone off.
If you use a toughness boost with untapping, such as Triton Tactics or Umbral Mantle, activate it in response to the mill ability activation, since that checks the toughness on resolution.
Rather than Illusionist's Bracers (or in addition) you might consider Rings of Brighthearth.
For pillow forting, I have not found Riddlekeeper to be very dissuasive, especially against voltron or graveyard decks. I prefer Propaganda, Dissipation Field, No Mercy, Silent Arbiter, Crawlspace, Meishin, the Mind Cage.
Draw-milling via cards like Memory Jar, Jace's Archivist, and Forced Fruition is a valid strategy, too.
If you mill lightly at first, especially with triggers (such as Memory Erosion), it helps get rid of the top 20-30% of a deck while you set up for tap-milling the rest. Players in my meta, for example, don't mind 2 cards here and there, but there does come a point where they notice the size of their graveyard is approaching the size of their remaining library and start wanting you dead.
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1. Mountain. Gamble for Genesis Chamber, losing Warstorm.
2. Mountain. Norin and the Drum.
3. Drew Purphoros. Mountain. Genesis Chamber.
4. Mountain. Purphoros.
Went around a couple times more with no answers, so it was quickly decided to scrap the game and start another.
Going to test for a while with Word of Seizing in for Zealous Conscripts (trying to eliminate infinite combos from my decks), Dualcaster Mage in for Crucible of Worlds, and basics in place of the 4 fetches I was running. Valakut stays for now.
And it occurs to me that I've never used Outrage Shaman.
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Last one was pretty good. Two opponents. Kept a hand that included Cloudstone Curio, Gauntlet of Power, Beetleback Chief, 1 mountain, and Haunted Fengraf. So I mostly used Warstorm Surge, Cloudstone, and Beetleback to keep burning things off the board and whittling at my opponents. Then I put Purphoros on the board. In the meantime, blue player has been milling everybody with Sphinx's Tutelage and keeps dumping my other enchantments in my graveyard. Blue player casts Talent of the Telepath for my top 7 and only hits Chaos Warp. They target Purphoros and I get Honor-Worn Shaku. Okay. Then their milling helps me draw Purphoros again 2 turns later. Cast him and Beetleback. Next turn I simply cast Beetleback, bouncing him with one of the tokens and cast him again to finish them off.
My mana sources at the end (Gauntlet helped a lot) was 4 mountains, Fengraf, Shaku, and Mind Stone.
It seems to me from this game that spreading damage around evenly between my opponents (trying to keep them evenly diminishing), not completely decimating their creatures (just keeping the real threats and combo pieces off the board), and letting them nibble at my life a little bit with the remaining creatures helped keep a target off my face. Blue player was milling with Tutelage evenly between myself and the other opponent. And aside from Warping my Purphoros my board state went rather unchecked.
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The remaining opponent was in a weak position and I'd held Duskmantle Guildmage and Colossus of Akros in my hand, which finished his 32 life two turns later.
The rush from the realization of using the Gold tokens to continue milling was the exhilarating part.
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Runner up: Goblin Assassin